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[F04] <<The Nights King's Trilogy>>


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Floor 4
<<Harbinger of the Night>>
Party Limit: 4 | 20+ Posts
Repeatable for standard thread rewards.

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Quest Rewards:

  • 1,500 Experience Points

Requirements:

  • Roleplay the player(s) interaction with the festival and the NPCs.
  • Roleplay overhearing rumors & gathering information.
  • Roll to find the camp & roleplay searching for it (each roll requires a post action)
  • Roleplay encountering the soldier.
  • Fight and kill the soldier.

Summary:

A rare phenomenon known as the warm sun solstice has finally arrived. Every two hundred years the land grows warmer and warmer over the course of a week until, for three whole days, it is warm enough for the snow to fall thin enough for the grass to be seen, the rivers to flow, and the ice to melt. While it isn't nearly warm enough to fully bring out a spring feeling, the sensation is nothing like any denizen of this floor will have ever known. Upon arriving at Snowfrost, the player(s) will find the entire town filled with energy as they prepare the night's festival. From decorating lanterns and putting up streamers, to setting up merchant and game stalls. Happiness fills the hearts and smiles of every NPC to the point where any player(s) who live in the village are caught up in the festival mood as well. When night arrives everyone enjoys themselves as dancers, singers, musicians, entertainers and much more move around the town to celebrate this three day festival.

However, during the middle of this festival the player(s) overhear two NPCs talking. "Never seen the guy before. Wore a strange wool and leather cloak with chainmail underneath it. Wore a helmet too. Looked like he got caught in a blizzard, all covered in snow and ice, even looked a bit frostbitten. But what was even more weird were his eyes." 

"How could his eyes be more weird than his condition?" 

"They were wild, almost like he was chasing something. It was like he saw everyone as a threat or something." 

"Well what happened to him?" 

"Ran away after he snuck around the festival a bit. I think he was heading towards Darian's campsite by the lake." 

"Well if he's gonna run into Darian we've got nothing to worry about. That guy's as strong as they come." Should the player(s) choose to speak with the two NPCs, they will share any information they know freely. If the player(s) show concern about Darian's safety, Levi will share their worry and offer to come with them.

After gathering the general direction to Darian's campsite from the NPCs, the player(s) may choose to go and search for the campsite. As post actions, the player(s) must make an LD roll and on an 11+ they will succeed in finding the campsite by the frozen lake (which is still frozen despite the solstice). There, they will discover Darian's dead corpse on the outskirts of the camp, and the stranger eating roasted wolf meat by the campfire. The stranger will look at the players, his wild eyes filled with rage and disgust. The stranger stands up at the sight of them, dropping the meat onto the ground and drawing a spear and shield. "Good, I'll have the honor of slaughtering more of you blasphemers."

Outline: 

Allies:


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<<Levi>>
A generally cheerful but lean fellow who's not as strong as the other lumberjacks, and instead acts as lookout, using his slingshot to scare off wolves while the other men work. He isn't shy, but is embarrassed at his lack of strength and admits he's not much good in a fight.

ACC: -1 | EVA: 1

Abilities:

  • Sling Shot | If Levi is with the party during the fight against the scout, he will fire with his slingshot at the scout. If he succeeds in hitting the scout, it will be on the wrist with a surprising amount of force, resulting in the soldier's attack receiving a -1 to his accuracy for that post. Requires 2 posts to reload. If Levi is attacked by the Scout, he will turn and flee immediately, ceasing to help the Players so that he can live and fight another day.

Enemies:

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<<King's Soldier>>
The scout is covered head to toe in snow, and the player(s) can even see remnants of frost on his skin, including splotches of pale and even black as signs of severe frostbite. Even in this condition he moves with fierce determination. His body movements will be rather wild and with more force than discipline, but when push comes to shove his military training becomes clear to everyone.

HP: 1000/1000 | DMG: 200 | MIT: 100

Abilities:

  • Soldier's Insight | Howl does not produce hate against the King's Scout. Instead it focuses his attack on the howler for one post. Afterwards he continues to attack those with the highest hate. If players hate values are equal, he targets the player with the least mitigation and lowest total health, in that order.
  • Battle Fury | When his health reaches 500 or lower, every other post, his attacks deal 50 additional damage. On the turns he does not receive this bonus damage, he holds his shield up to mitigate 50 additional damage against him until his next turn.
  • Frozen Soldier | If the freeze enhancement is activated on him, he will not receive the frozen affect, but instead receive -1 EVA and -1 ACC for one post.
     

Epilogue:

Spoiler

Upon killing the scout, the man collapses onto the ground. Before shattering, he starts to give a hoarse chuckle. "I am but the herald. The prophecy still stands. The king. My king... YOUR, KING. Shall return." Instead of shattering into crystals like the usual death effect, the man's body begins to crack and shatter into ice, before crumbling further into snow and blowing off into the wind. And as it does, a chilling wind stirs up for a moment, colder than one might ever feel on any night known before on the Fourth Floor.

 

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Floor 4
<<The Night's Shadow>>
Party Limit: 6 | 20+ Posts
Repeatable for standard thread rewards.

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Quest Rewards:

  • 2,000 Experience Points - reduced to 1,500 if town is destroyed
  • POTENTIAL REWARDS:
    • Each player receives 5,000 col if the town is above 50% HP
    • Each player also receives 500 bonus Experience Points and a (T1) Perfect DMG Potion if the town is above 90% HP

Requirements:

  • Roleplay talking with Levi and Elder Mark.
  • Roll to build defenses and roleplay barricading the town.
  • Protect the town & prevent it from being destroyed.
  • Defeat all Snow Soldiers and Frost Captains.
  • Defeat the Ice General.

Summary:

Upon returning to Snowfrost, Levi requests to speak with Elder Mark, and tells him of Darian's death quietly so as not to disrupt the festivities. After asking around, Levi leads the player(s) into the tavern where they find the elder seemingly drunk on sake, gambling at a table with another group of people and winning. When Levi requests to speak with Mark he resists at first wanting to finish the game but concedes when it's shown that the situation is important. After hearing of Darian's demise, the scout's description and his last words Elder Mark tells Levi and the player(s) that the figure in the reference was King Modgul Frostblade.  He goes on to recount Snowfrost's history, now spoken of only as myth and spooky stories meant to frighten children.

Around two hundred years ago there was indeed a tyrant king. He ruled with absolute authority and dominance, executing anyone who dared oppose him. Through the cruelty of forced labor, bordering on the people's slavery, he built a massive castle on a nearby mountainside.  He planned on storming into the labyrinth and slaying the Snowmaw with an entire army of soldiers at his command, and an equally large force of sacrificial slaves to distract the beast. It was he who constructed those towers inside that cursed blizzard as outposts on the way there. Eventually one man rose up and rallied the people, starting a revolution. United behind his leadership, they fought against the king, using intellect over brawn to overcome the king's forces. In the end, Modgul was forced into hiding behind his castle walls for months. Day after day, week after week, a blizzard grew stronger over the fortress, until the king and his army were frozen forever in time. The people rejoiced and began a new life without a tyrant king, chief or ruler. Living a peaceful life ever since. It was said that the king and his forces never died, and in fact still live. Forever trapped in their castle, buried in ice and snow.

A traveling NPC rushes into town a little after the story finishes and screams in a panicked voice about a small army heading to the town, and that they will arrive within a day or two. Elder Mark immediately asks the player for their help in setting up traps and defenses, as well as helping him calm and lead the people. By nightfall the army comes into view. Multiple squadrons, each with their own captain, and a general standing on a lone raised stone behind them all, staring down at the town. At his signal, the army charges forward, each of them giving battle cries of reclaiming the land for their king, and slaying the blasphemers. Each of them proudly shout with all their might: "For King Frostblade!"

Outline: 

Before the day ends, the player(s) have the opportunity to set up defenses, barricades, and traps for when the enemy army arrives. In order to do so, player(s) must use a post action to make a roll, succeeding on a CD of 9+. If successful will construct one properly. Each player may attempt one roll for each of the barricades and traps listed in the table below (max 4 rolls per player, never repeating the same type). For example, if the player attempts to build a wooden wall and fails, they cannot reroll to construct a wooden wall. A second player in the party, however, may make their roll to construct the wooden wall. The more players that make a successful CD rolls on the same barricade/trap, the greater it's benefits will be. CD Rolls are a post action and the construction must be roleplayed out.

At least one barricade or trap must be constructed before the players can skip to the actual fight. Or, if they wish, they can continue rolling for each barricade/trap until they have made every roll possible.  Obtaining more than 3 successes for any one defense grants no additional bonuses.

Barricade/Trap 1 Successful CD Roll 2 Successful CD Rolls 3 Successful CD Rolls
Wooden Wall:  500 HP(Players participating) that must
be reduced to 0 before the Town can
be targeted.
 1000 HP(Players participating) that must
be reduced to 0 before the Town can
be targeted.
 1500 HP(Players participating) that must
be reduced to 0 before the Town can
be targeted.
Trench: +1 EVA to Town on first 
attack.
+2 EVA to Town on first 
attack.
+3 EVA to Town on first 
attack.
 Sharpened Stakes  +30 Thorns added to the Town. 
This will apply on non-critical attacks
made by the Soldiers toward the Town,
even if attacking the Wooden Wall.
 +40 Thorns added to the Town. 
This will apply on non-critical attacks
made by the Soldiers toward the Town,
even if attacking the Wooden Wall.
 +50 Thorns added to the Town.
This will apply on non-critical attacks
made by the Soldiers toward the Town,
even if attacking the Wooden Wall.
Pitfall Trap: Enemy Soldiers Stunned*
upon rolling an MD 1
when attacking the Town.
Enemy Soldiers Stunned*
upon rolling an MD 1-2
when attacking the Town.
Enemy Soldiers Stunned*
upon rolling an MD 1-3
when attacking the Town.

*Stunned applies to the entire squadron or captain. These entities cannot be stunned for 3 turns following the initial stun, but the Pitfall trap stun cooldown is considered separate from that applied by player skills and sword arts.

<<Town Stats>>

The townsfolk will not fight as they are not trained. Even the lumberjacks would only get in the way in this fight. Thus they all stay hidden inside of their homes. For every 5% of health depleted, 1 building is broken, frozen over or caught fire.

HP: 5000 * (Players participating)


Allies:


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<<Levi>>

Yet again, despite him lacking any actual combat experience, Levi will insist on helping the players in the coming fight. He will stay behind the wall, if it was constructed. If the soldiers attack the town itself, Levi will retreat inside until all snow soldiers and frost captains have been slain. If the Ice General is still alive by then he will try and help, but will have a -2 ACC against the General.

Abilities:

  • Sling Shot | Once again Levi uses a slingshot in the fight, choosing to target the Snow Soldiers first, Captains second, and the General last. He will always attack soldiers assaulting the town before all else. His attacks reduce his target's ACC by -1 and can only target one enemy at a time. Requires 1 post to reload.
     

NPCs:


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<<Elder Mark>>
A rather loud and carefree man who always seems to find a bright side to things. Enjoying booze and smoking a pipe he gives off a lively and youthful spirit. Whenever the need arises, however, his personality becomes that of a hardened veteran. Focused, quick to the point, and a serious look on his face. Although too old to fight, he is encouraging and empathetic, and will give advice when needed.


Enemies:

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<<Snow Soldier Squadron>>
These soldiers, while lacking armor and covered in frost and frostbite like the scout, charge with determination and nerves of steel like their lives depend on it. Nothing said nor done will waver their conviction, and they will always fight for the glory of their king. While a hint of arrogance will show during their initial attack, if met with enough resistance it will be replaced with genuine pride for their king and their way of life instead, and take the fight seriously. Upon death their body cracks and shatter like ice before further crumbling into snow.

There will always be 5 Snow Soldiers per squadron, and 2 squadrons per Player.

<<Snow Soldier>>
HP: 350/350 | DMG: 125

Abilities:

  • PrioritiesEven if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>.

 

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<<Frost Captains>>
Unlike the Snow Soldiers, Frost Captains have chainmail armor with leather overlapping it, as well as a horse for increased speed and power. Frost Captains will always lead their squadron, fighting on the frontlines and always attacking before the Snow Soldiers do. Every Frost Captain will keep the morale of their squadron high, and will always be the first to initiate battle cries. Upon death their body cracks and shatter like ice before further crumbling into snow.

There will always be 1 Frost Captain per squadron.


HP: 500/500 | DMG: 150 | MIT: 50

Abilities:

  • Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated.
  • Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.)
  • Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking.

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<<Ice General>>
The Ice General does nothing but oversee the battle through most of the conflict. However once there are two squadrons remaining (or 1 if there's only 1 player), he will step in and fight the player(s) head on. He is fearless, quiet, cold and ruthless. Despite being encased in ice for over a hundred years, he fights with the same ferocious skill he did back then, and will not hesitate to destroy all in his path.

HP: 1500/1500 | DMG: 200 | MIT: 100 | ACC: 2
This boss uses its own BD roll when attacking.
This boss will never attack the Town, and will always remain focused on the player(s).

Abilities:

  • General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs.
  • Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack.
  • Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect.
     

Epilogue:

Spoiler

General Ending: The Ice General will never back down or surrender (even if disarmed).  Upon his defeat, he taunts the player(s) by revealing to them that the king is coming. He will reign judgement upon them all, and bring forth law and order to this unruly land. With that he lays flat on the ground with his sword held over his chest, and his body quickly turns to ice but does not shatter like the others before him. Elder Mark walks out from the town and scoffs, a serious look on his face. "I think it's safe to say that this won't be over until the king himself has keeled over and died for good... That can only mean one thing." He turns to the players and with a goofy grin pokes the party leader's shoulder. "You're gonna have to go into that god-forsaken, frozen castle and finish him off for us! Have fun!"

Town Saved: If the players managed to keep the HP of the town from falling below 50% health, the NPCs will thank them for their protection and give them col as a reward. If the players managed to keep the HP of the town from falling below 90% health, Levi will personally thank the players and promise to make it up to them however way he can.

Town Destroyed: If the town was destroyed, the townspeople will complain for a bit, and possibly throw their grief and frustrations at the player(s), but Mark and Levi will calm them down, reminding them that the soldiers were slain and the people aren't going to be forced to live under their tyrannical rule. The player will receive no col from the quest however, and will receive 500 less experience points as well (receiving 1500 EXP from quest rewards instead of the standard 2000).

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Floor 4
<<The Night's King>>
Party Limit: 5 | 20+ Posts
Repeatable for standard thread rewards and Winter Heart Consumable.

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Quest Rewards:

  • 2,500 Experience Points
  • Each player receives: [Winter's Heart] - 3/3 charges. Provides the Player with T3 Frost Thorns and Freeze enhancements, and an aura that reduces an attacker's ACC and EVA by 1 for one turn following a successful non-critical attack against the Player. Player will take double damage from any fire-based enhancements or abilities while receiving benefits from this consumable. Remains as vanity item/trophy after charges consumed). The Frost Thorns and Freeze enhancements from this item stack with existing enhancements of these types present on the players armor.

Requirements:

  • Roleplay traveling to the Frozen Castle.
  • Roleplay exploring the Frozen Castle.
  • Must defeat at least 1 squad per player before encountering the boss.
  • Must roleplay interaction with the boss.
  • Must defeat King Modgul Frostblade.

Summary:

As the sun rises on the third day, little sound is heard in the town. All the NPCs that are found on the road move in a silent hurry, collecting firewood, food and supplies for their homes (or in tents if their homes were destroyed). Hiding in the hopes that the dreaded Night's King does not return himself. Despite it being the warm sun solstice, the morning wind blowing from the frozen castle on the mountain blows colder than it ever has before, creating an eerie whistling through the air, and leaving an uneasy feeling on everyone. Elder Mark can be found standing at the edge of the town looking at the blizzard building up on the mountain, and shares his thoughts on the king, his methods and history, if asked. He warns the player(s) that before the king was destroyed it was rumored that he wasn't just aiming to defeat <<Snowmaw the Carnivorous>>, the old floor boss, but was instead looking for something. Levi returns from Darian's tent and wielding a lightweight hatchet, a wooden shield and a modified slingshot, stating that he wants to help however way he can against the king, and that while he's not an expert at it he can use an axe, and shows the slingshot which Darian had given to him as a gift.

The trek towards the frozen castle starts out easy, albeit also eerily quiet. No monsters will be encountered for the crossing. As the party gets closer to the castle, the swelling blizzard coming from the mountain grows stronger, as if it seeking to resist their approach.  Eventually reaching the castle, the player(s) find it buried beneath a massive drift of ice and snow that spills into every available nook and cranny. The interior of the castle is filled with empty hallways and rooms made of masonry decorated by occasional mosaic floors. The entire castle is lit by torches burning with blue flame hanging on sconces, giving off just enough light to see.  Details are hard to make out. Squadrons (4 frost skeletons and 1 ice skeleton) wander the halls and guard chests in rooms. As the player(s) explore, they encounter fully furnished rooms, some half-buried in rubble, but all frozen by the most biting cold they have every experienced.  Murals, runes and other decorations depict historical events from Fourth Floor.

When the players reach the throne room, they immediate notice the absence of any blizzard inside. Sitting in his throne is the Night's King, Modgul Frostblade. Resting on a stone pedestal in front of him is a glowing white orb, almost like a translucent pearl. It is clear that Modgul has just recently thawed from his algid tomb, the last of the frost still falling off of his shoulders as he reaches his left hand out, taking the orb. Standing with it in hand, he glares maliciously at the party, stoking his thirst for conquest. 

"I have long awaited this day. Every movement was calculated and contingency accounted for. And yet, you think to stand in my way? No. I who delved into the heart of winter, have claimed powers over ice and snow itself, and shall never fall to the likes of you." He raises the orb into the air.  It flashes brightly, shattering nearby ice sculptures to reveal skeletal minions. "When I add your frozen corpses to my army, I shall lay waste to this pitiful town and establish my eternal kingdom!" Drawing his blade as he finishes speaking, it glows a frosty blue with an icy aura drifting off from it. His minions surge towards you and the battle commences.

Outline:

Dungeon Mechanics: The player(s) must roleplay their exploration of the castle, and must defeat at least one squadron per player before the boss fight can begin. Resting between battles is permitted.  After a squadron is defeated, the players must roleplay leaving the hallway or room they fought in and entering a new room/hallway before they can spawn another squadron (in other words the player cannot stay in one room and constantly fight all the squadrons at once). Additionally players can search for chests once every five posts while in the castle. When found the player can roll to open the chest in the same post using the table below:
     LD 1  -  A frost skeleton leaps out and attacks!
     LD 2-4  -  Chest is empty, lock won't open, or is frozen shut.
     LD 5-10  -  Chest contains 250 * (# of players) col, 1 Material.
     LD 11-15  -  Chest contains 500 * (# of players) col, 4 Materials.
     LD 16-18  -  Chest contains 1000 * (# of players) col
, 8 Materials.
     LD 19+  -  Chest contains 2000 * (# of players) col, 12 Materials, 1 Frost Heart Fruit (only usable in this quest, vanishes when quest ends. Consumer becomes immune to the Freeze and Frostbite effects of the monsters and the boss).
     *NOTE 1 - Lockpicking modifiers apply to this table.
     **NOTE 2 - Loot obtained from chests must be split among the players in a way that all of the players agree upon, unless running solo.

Dungeon Modifiers:
Each room has one of the following debuffs of the player(s) choice, that must be declared as part of the first post of each squadron combat:
          Snow - The snow is thick enough to slow the player(s) down, increasing energy consumption of all sword arts by 2.
          Ice - On a BD 1-2 the Player slips on the ice and stunned for 1 turn unless another player uses their post action to lift them back up.  Abilities that prevent or negate stun (e.g. parry, etc.) will not prevent this effect, but are also not expended by it.
          Dim Vision - When searching for chests, players, monsters, materials, or anything that requires an LD to detect, players have a -2 to their roll. This debuff is nullified if the player has the Night Vision mod.
 


Allies:


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<<Levi>>
After obtaining a modified sling shot with sling bullets (as opposed to simple stones), Levi will insist on traveling with you to fight against the king and his forces. When in combat Levi will start with 0 hate and fight from behind the player(s), only using his slingshot. Should monsters gain hate on him however and attack him, he will switch to using his hatchet and wooden shield, in which case his damage will be altered from the default to the Hatchet and Shield ability. Levi's attacks generate 1 hate per hit.

Unlike before Levi, will not flee unless the player(s) press him to. In order to get Levi to flee, more than half of the players must attempt to persuade and convince him to go. For example, a party of 6 will require 4 players to talk to him. If there is only one player, the player must spend two posts persuading him. These attempts must be made during combat, and count as a free skill use.  Levi is determined to help the player(s) and keep his country safe, and will not easily be convinced otherwise.

HP: 500/500 | DMG: 150 | ACC: 1
This ally uses its own BD roll when attacking. 
Use of any of Levi's abilities must be declared in roll description.

Abilities:

  • Focus Shot | Levi makes a focused shot which has an additional +1 ACC. If the shot hits the target, it will reduce the opponent's ACC by -2 during its next attack. If Levi's BD roll is 9-10 during this attack, the target of his attack will also be stunned for 1 post (The King's accuracy will only be reduced by -1 for one turn if hit by this attack and the King cannot be stunned by Focus Shot). 1 post Cooldown. +2 additional hate.
  • Multi-Shot | Taking 3 sling bullets, Levi fires three shots at once allowing him to strike three targets rather than one. 3 post Cooldown. +2 additional hate.
  • Hatchet and Shield (Combat Mode) | Only used when monsters attack him directly, Levi 's ACC is reduced to -1. Levi can either use his hatchet which deals 200 DMG and generates 1 hate, or use his wooden shield which grant him MIT 100. If his shield receives 5 hits however, it will break and no longer be usable for the rest of the quest. While in <<Hatchet and Shield>> Combat Mode, Levi will have his slingshot pocketed, and be unable to use <<Focus Shot>> or <<Multi-Shot>>. If Levi has not been attacked since his last action he reverts to his usual slingshot Combat Mode.
     

NPCs:


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<<Elder Mark>>
A rather loud and carefree man who always seems to find a bright side to things. Enjoying booze and smoking a pipe he gives off a lively and youthful spirit. Whenever the need arises however his personality becomes that of a hardened veteran. Focused, quick to the point, and a serious look on his face. Although too old to fight, he is encouraging and empathetic, and will give advice when needed.


Enemies:

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<<Frost Skeleton>>
The frost skeletons move with surprising speed and agility. They tend to attack with hit and run patterns, switching between stabbing and slashing tactics. When they block a blow they spin their weapon in front like a shield, or will attempt to parry. However even then they are simple minded and are not very good strategists, acting more like mindless guard drones than experienced fighters. Their eyes glow with a blue flame, and a frosty mist floats down from their skulls.
Lore: Frost Skeletons are soldiers and captured prisoners who've been frozen in the castle long enough for their willpower to be sapped.  Their only thoughts focus on serving and obeying their king. They don't respond to anything but orders given to them by their superiors.

There will always be 3 <<Frost Skeletons>> per squadron.

HP: 500/500 | DMG: 75 | EVA: 1
This mob uses its own roll when attacking.

Abilities:

  • Chilling WoundsOn a 9-10 roll on the MD, the Frost Skeleton cuts the player deep with their weapon, causing the player to be coated in a layer of frost which chills them and slows them down, reducing their EVA and ACC by 1. This lasts for 2 rounds and can stack (but not refreshed)
  • Double EdgedFrost Skeletons attack twice in a single post, using both the BD and the MD. The BD roll cannot trigger <<Chilling Wounds>>.
  • Heart of Ice | Frost Skeletons suffer no ill effects from the Freeze, Frostbite, Frost Thorns or Frost Aura enhancements. Instead, each time it is subject to any of these enhancements the Frost Skeleton regains 100 HP and gains 25 dmg on its next attack. If subjected to multiple effects, these benefits stack.  Additionally, fire enhancements like Burn, Flame Aura and Flame Thorns deal double damage against Frost Skeletons.

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<<Ice Skeleton>>
Unlike the Frost Skeletons, Ice Skeletons wear metal armor and do not move with the same speed and agility. Commanding the lesser Frost Skeletons, they use their numbers to create formations and focused attacks, commanding them telepathically and in unison. When Ice Skeletons fight it is with a war axe and shield, carefully blocking and parrying attacks while counter attacking whenever possible. It is evident very quickly that they retained their intelligence and can prioritize their squadron's needs accordingly. Under the metal armor their skeletal bodies can be seen, a blue flame coating it.
Lore: Ice Skeletons were once experienced soldiers who had pledged their allegiance to the king and his cause, frozen in the castle and blessed with powers similar to that of their king, entrusted to lead his forces when the day of reckoning came.

There will always be 1 <<Ice Skeleton>> per squadron.

HP: 1000/1000 | DMG: 150 | MIT: 75 | ACC: 2
This mob uses its own BD roll when attacking.

Abilities:

  • Tactical LeadershipWhile the Ice Skeleton lives, all Frost Skeletons in the area gain an additional +1 ACC. Additionally, every third post he will grant them one of the following effects: +1 ACC (LD 1-5, lasts 2 rounds) | +1 EVA (LD 6-10, lasts 2 rounds) | +50 MIT (LD 11-15, lasts 2 rounds) | +100 HP (LD 16-20)
  • Cold Flame | On an BD of 9-10 the Frozen status is applied to the Player, making them unable to make post actions for 1 round.
  • Heart of Ice | Ice Skeletons suffer no ill effects from the Freeze, Frostbite, Frost Thorns or Frost Aura enhancements. Instead, each time it is subject to any of these enhancements the Ice Skeleton regains 125 HP and gains 50 dmg on its next attack. If subjected to multiple effects, these benefits stack.  Additionally, fire enhancements like Burn, Flame Aura and Flame Thorns deal double damage against Ice Skeletons.

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<<Modgul Frostblade>>
<<The Night's King>>

Modgul Frostblade always begin the battle with a full squadron, which enters the room as soon as the battle begins. Modgul is a vicious and ferocious fighter, reminding players of a viking berserker as he attacks with powerful swings and charged thrusts, moving seemingly as fast as the player(s) and with equal, if not better reaction timing. He wields a broadsword in his right hand and holds Winter's Heart in his left. When Modgul's health drops to below 500 HP, he will change tactics and instead command his Ice Skeletons to tank player damage while he consumes any available Frost Skeletons to heal himself. 
Throughout the fight Modgul follows a unique hate system. In addition to the normal hate generation calculation, players who deal the most damage against him in a round generate an additional +1 hate for Modgul. Players who apply a debuff against him generate additional +2 hate from all mobs. And players who restore health to their party members or give their party members a buff automatically gain +3 hate from all mobs.

HP: 2000/2000 | DMG: 250 | MIT: 150 | ACC: 3
This boss uses its own BD when attacking.

Abilities:

  • Winter's Heart | All successful hits against Modgul Frostblade deal 20 frost thorns damage to the player. Critical hits against him reduce the attacker's EVA and ACC by 1 for 1 round. On a BD 9-10, Modgul applies the Frozen status on his target, immobilizing them and causing them to take an additional 20 damage per hit sustained while immobilized. Modgul himself is immune to the Freeze, Frostbite, Frost Aura and Frost Thorns enhancements and is instead healed by 200 for each successful activation of each of these enhancements against him. Fire enhancements like Burn, Flame Aura and Flame Thorns deal double damage against him.
  • The King's Summons | Effect depend on current health:
    • 500+ HP: Every fourth round, if there are three or fewer minions under his command, he will summon more to restore his ranks as a Post Action. If there is only one minion remaining he will summon more regardless of the ability's cooldown, which will then reset. He will always attempt to have 1 Ice Skeleton and 3 Frost Skeletons at his side.
    • <500 HP: Modgul Frostblade absorbs every remaining minion he commands, healing himself for 100 HP per minion absorbed as a Free Action. Afterwards he reverts back to the pattern of summoning minions every fourth round if there are three or fewer minions under his command, or if his numbers fall below two minions. However this time he will only summon Ice Skeletons rather than Frost Skeletons. He can only absorb his minions once.
  • King's Rage | Should any player generate more than 8 hate from Modgul, he will fly into a furious rage, gaining +1 ACC and +50 DMG to his attacks, but in return his EVA drops by 2. He will attack the player with highest hate once and then make an AoE attack against the entire rest party during this state. King's Rage lasts for two rounds.  When it ends all player hate values are reduced by 8 (to a minimum of 0.)
     

Epilogue:

Spoiler

After slaying the king, the Winter's Heart releases a massive shockwave dispelling the blizzard and destroying all of the king's armies. Afterwards it falls to the ground. The players are then prompted by the quest to return to town where Elder Mark congratulates them and they resume their festivities despite any destruction, choosing to rejoice in the victory and savor the last day of the Sun Solstice. Mark talks to the party privately and tells them that his ancestor was one of the king's soldiers, and that he's grateful to them for putting him to rest.

If Levi is still alive by the end of the quest, he will give the player <<Winter's Heart>> which he kept in a bag with him. If Levi is dead, Mark will take the orb and with the help from the player(s), shatter the now thinned layer of ice over the frozen lake and toss the orb in, never to be seen again.

 

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